QUOTE(mrttao @ Sep 22 2012, 02:20)

That isn't the issue, the issue is the some custom monsters (not just eila! about a dozen or two monsters; with tokens some of them closed a lot of the gap with elia) are:
1. Stronger then legendaries (less HP, but higher evade/resist/parry combined with higher damage) as can be seen by anyone who does the level 220+ arenas where you face legendaries + custom monsters together.
2. They give you less reward for defeating them then said legendaries. (which wasn't helped by tokens making them stronger without increasing their reward)
3. They show up extremely often then legendaries.
It is annoying for all 3 reasons. Nobody here said they "struggle" with them, but rather point out the 3 issues are causing a balance problem.
Now, there needs to be solutions that both balance the game and not punish the people who invested heavily into their custom monsters.
Hence the current structure of my suggested custom bosses/legendaries/gods which:
1. Has cool factor going for it (your monster gets a special outline)
2. Warns players visually when they encounter one (monster has a special outline)
3. Balances issues 2 and 3 (they show less often and give larger rewards when defeated)... at the cost of exacerbating issue (they will have even MORE HP, which makes battling them more epic and corresponds with the increased reward they give)
4. Reward their owners with bonuses for having reached such a level without requiring that they beat more players per hour for such rewards.
Not to mention that "Lowering the damn difficulty" just because of a few monsters compared to the rest of them is just stupid.
How about lowering the total amount their Evade/Resist/Parry and Damage can be improved? Instead of whatever it is right now, make it half of that?